mekonbekon's Recent Forum Activity

  • saravanakumar

    Sorry, wish I could help but I don't have any experience porting games to facebook - I hope you get a response though.

  • Is it that you want the bullet to spawn from the gun on the detonation frame (frame 1) rather than the 1st frame (frame 0)? If so, you could use something like this:

    1. On shoot key pressed | set playing sprite animation "shoot" from start.

    2 If sprite.animation "shoot" is playing, if sprite.animationFrame = 1 | spawn bullet from sprite at (gun origin).

    You will need to add an origin point at the position of the barrel of the gun on the sprite, where you want the bullet to spawn from.

    A word of warning about spawning the bullet partway through an animation: unless your animation is very quick and short (or you have a deliberately long wind-up phase for your shot) it is best to spawn the bullet at the first frame because otherwise you may be introducing a noticeable lag into the shooting mechanic, which can make the game feel unresponsive.

    If this isn't what you're after please could you link to specific video you're talking about, or include a capx?

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  • Hi saravanakumar - you're best off opening up a new forum thread on the "How Do I..." board rather than commenting in this one - include a description of the problem, with a capx if possible, and you'll be more likely to get a useful response.

  • kiko2015

    I use this system for randomizing arrays:

    https://www.dropbox.com/s/h8pmfmjgfkvu8 ... .capx?dl=0

    Event 2 just fills the array with stepped data - you can substitute this event for your array data.

  • Hey, thanks stevecameron

    Yeah, it's amazing how much of a difference just adding a little bit of "juice" can make to a game.

  • Hi Youtopize,

    Sorry, I don't know of other ways to handle the 3D data that are compatible with C2.

    Using a JSON 3D array is probably your best bet (unless any kind souls on the forums have an alternative). It really doesn't take that much more time to enter data into a json than it would using a spreadsheet system and it also has the advantage that you can format the data with returns, tabs and spaces to make it more legible and suited to the type of data you're adding. If you want any help with the formatting I'll be glad to assist.

  • Sumyjkl

    That's useful, thanks. I'll look into it, got some ideas what's going on.

  • imhotep22

    Sorry, missed your post :S Thanks for positive feedback, I'm planning on making some upgrades to the game in the near future, lots of ideas swirling around!

  • Sumyjkl

    Oh no! Thanks for letting me know.

    It's a bit hard to tell from the image you posted exactly what happened; Is the screen grab you posted the whole screen and the HUD elements have shifted? Did the game lock up? Are the sprites not clearing? What inputs were you making at the time of the issue? Any extra info you can provide would really help me to fix the issue.

  • aubrataylor

    Here's a capx that combines all of the above:

    https://www.dropbox.com/s/ay29f20t54x43 ... .capx?dl=0

  • aubrataylor

    You can add the layout names or numbers to an array.

    At the start of the play session shuffle the array using something like this:

    https://www.dropbox.com/s/h8pmfmjgfkvu8 ... .capx?dl=0

    (Run in debug to see the array data)

    You can then just step through the array using a variable e.g.:

    On trigger, add 1 to LayoutCurrent

    Go to layout array.At(LayoutCurrent)

  • Alpro

    Yes, if you are going to have layouts where a number of the variants aren't used then you'd be best off going for separate ones. Also, if you are going to have multiple colour variants on the same layout then it will most likely be easier to manipulate them if they are separate sets.

    I think that cycling off a single set would be most beneficial if you were only displaying one colour variant at a time on a single map, e.g. night/day, different seasons etc.

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mekonbekon

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